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How to control a secondary character, using saved inputs from the first.

I'm have a serious problem right now, iv been playing around for several hours but i cant seem to fix it, what i want to do is save a set of values using an event tick and array from one character, then spawn another character using the same blueprint as the first character and have him act those inputs out, however no matter what happens, when i spawn the second character it ignores the inputs given to it, and simply sits still.

no matter how i try to send the inputs to the second spawned character, its doesn't move or respond to anything, how would i go about fixing this?

Product Version: UE 4.10
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asked Feb 13 '16 at 09:55 PM in Blueprint Scripting

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Brown0
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You need to make PlayerController posses new pawn

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Pawn/Possess/index.html

In default spawn system in GameMode (onw which uses that Default Pawn propertry), PlayerController does that automatically, but if you doing something outside of it (like spawn another character you want to control) then you need to control possession manually

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answered Feb 13 '16 at 11:59 PM

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Shadowriver
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avatar image Brown0 Feb 14 '16 at 12:52 AM

I'v already done that on spawning the pawn i spawn a controller and posses it aswell, but like i said though its just sits there and ignores the inputs

avatar image Brown0 Feb 14 '16 at 01:23 AM

okay, quick update, i managed to get it to take the WASD inputs and use those to move around, but it doesn't take into account mouse inputs, the secondary character can move forward left right and back, but since it wont turn using the mouse input if i walk forward and turn slowly, the clone will only walk forward, no turning involved

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